There is nothing wrong with an opinion, so long as you don't try to force others to share it.
I do agree that the medkit is a good investment, but for most people, they aren't going to want to spend 2 seconds unable to do anything but move, just to heal themselves once per life. (and use up Nanites that are used to make vehicles/MAXes, despite their relatively fast recharge rate) The Restoration Kit is a good alternative to the medkit. (and at half the Nanite cost of the medkit)
http://planetside.wikia.com/wiki/C-4
http://planetside.wikia.com/wiki/Medical_Kit
http://planetside.wikia.com/wiki/Restoration_Kit
As for C4, it's a suggestion for if you like the class, not for an immediate purchase. Never buy anything for any class until you find something you like for the class you want to play.
If you look at the last sentence of my post, you'll find I did say to go to VR and test everything first... Saying that I shouldn't suggest anything until after they go to VR makes no sense.
I was relating it to the standard FPS games that people are currently used to playing... You know, the popular ones. (the ones that aren't Planetside 2)
CoD caters to run-and-gun. Battlefield less so, but still has quite a bit of it. Come to think of it, I have yet to hear of ANY popular game that didn't have at least a 50% focus on run-and-gun and make that form of combat the most powerful in the game.
First of all, don't tell me what I can and can't suggest. I have many reasons for this suggestion, and not everyone is going to notice a 7.5-10% increase in their recoil. (and if you start with it, you'll adapt a LOT quicker than those that don't) I also suggested foregrips and compensators for them, this mitigates the increased recoil for those that have trouble with recoil. (not everyone does; I don't)
http://planetside.wikia.com/wiki/High_Velocity_Ammunition
http://planetside.wikia.com/wiki/Forward_Grip
http://planetside.wikia.com/wiki/Compensator
So you feel you wasted real money on it a long time ago, and are bitter... (it hasn't been that expensive in 3 years, and went UP to to its current price last year) It only costs 325 Certs now, so it's not going to break the bank for people to get one.
Also, I'd like to see someone miss a bodyshot with a 0.1-0.25 spread. The Warden takes 3-4 body shots to kill, and being semi-auto means you can get those in less time than a sniper can get the 2 headshots he needs to take down a shielded heavy. (most of the time) You also get a much larger pool of ammo than the sniper, so combining everything (not just the weapon, as effective counter-sniping requires more than just a weapon) it becomes a very effective counter to ANY sniper. (and despite it not being the best for it, it is even useful for hipfire at very close range, I've lost count of how many BR 200+ players I've killed in CQB with it)
You mentioned the "200 damage weapons"... Plural. Which ones specifically? I can only find 1 for the NC Heavy, and that is the NC-6 Gauss SAW. The SAW is good, but isn't good for counter-sniping beyond medium range. (bullet drop, recoil, and spread ruin the multi-round hit chances that are needed with this weapon) It may start at 0 spread when aiming, but it moves to a much worse spread faster, and stays there longer than the Warden.
http://planetside.wikia.com/wiki/Warden
http://planetside.wikia.com/wiki/NC6_Gauss_SAW
1. Narrowing down is exactly what a new person needs. They need to know what is most effective to start with for each class, then they can move on to more expensive/optimized loadouts later.
2. Actually, new players have the luxury of not having wasted all their certs buying things they thought would be the best because all other FPS games have it as 'the best'. This means they can start saving for their final build immediately. (I know I would get the Warden first if I started a new NC character) They also get all their certs refunded at BR15, and they can repurchase only those things they actually want at that time.
3. I never said it was bad for CQB, I said not to hipfire with it unless the enemy is within 10 feet. (I should've said 10m, but who cares) Essentially I said you should always use the weapon scoped-in unless it's too close for you to see the enemy with the scope. It is designed for longer engagements though, and that is where it shines.
4. I have never seen anyone getting kills with a shotgun in this game that wasn't killstealing, or going after someone 1000 BR lower than themselves. (anecdotal evidence, but it's there nevertheless) Extended mag is a must with shotguns.
http://planetside.wikia.com/wiki/Shotguns
No NC weapon can 1-hit a shielded heavy at medium range except the Longshot and Railjack, and the extra 50 damage from the Railjack won't help anything. (it just means someone else doesn't have to put an extra bullet into them with an SMG to kill them if you get a bodyshot instead of a headshot)
The SAS-R loses a LOT of damage quickly, not to mention having an extremely slow projectile. (slow enough that I have effectively dodged long-range attacks from it many times) The fire rate may be 0.4 seconds per shot faster, but it's just too slow and low damage at range for it to be a long-range sniping weapon. Go semi-auto for mid range, bolt for long range. (any other any you may be making kills, but you're going to have a much lower KDR in the long-run)
http://planetside.wikia.com/wiki/Sniper_Rifles
Or don't waste certs, and test everything in VR first... Very few people do well with shotguns in CQB, and even worse when it takes more than 1 hit to kill someone. Most people will get a LOT more kills with the default weapon, or a subgun. (and can still use it for engagements beyond 12m)
http://planetside.wikia.com/wiki/Submachine_Guns
http://planetside.wikia.com/wiki/NC1_Gauss_Rifle
http://planetside.wikia.com/wiki/AF-19_Mercenary